Jump to content

Ohmega

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by Ohmega

  1. Thanks for adding this, didn't know this myself - lots to learn in this game Shining Beacon even looks like it has initial damage (in-game) and then tick damage (how Autumn's Decay or Necrotic Lance works) but I guess it's all just DoT.
  2. 2 Priests just destroys everything in the end... Minor Avatar and Storm of Holy Fire and/or Crowns for the Faithful and Cleansing Flame with Scion of Flame talent (almost every damaging ability of a Priest on every level is Burn damage) and Pillar of Fire is just a fast-cast 100 damage AoE nuke (it says "Average" cast time but it's pretty fast in-game). Just remember that you can't stack the attribute bonuses from spells i.e. the int/per you get from Crowns of the Faithful won't stack with Minor Avatar BUT Crowns is an AoE and is a spell level earlier, so, slightly different uses. Also, your spell buff ramp is twice as fast and has a much more profound impact when you consider the casting time of one priest meanwhile the buffs/debuffs he's already cast are ticking down, so the overlap of many spells is hardly even there, especially if you NEED to cast a low duration spell like Circle of Protection in the middle of the fight - this can open up windows where you have no buffs/debuffs running from the priest at all - but with 2 priests you can overlap the buffs/debuffs much more effectively. 2 Priests works best when you have a full party, I'm trying a 4 person party with 2 priests on PotD and it's... pretty hard (but that was kind of the idea), you only get that mindbending offensive power at the higher levels so you're much weaker in the early/mid game. In a full party though you can just buff your other party members and it makes up for it. Also, priests don't have a lot of "crowd control" so, you can make up for that with other classes as well much more easily with a full party. So you CAN substitute it but having 2 priests is absolutely not weak in any way. In fact, it's probably much stronger than most other compositions and the BEST argument for dropping one of the priests would be so that you learn the other classes. I'd also suggest a Druid and maybe a Barbarian (if you want more melee fighters). Monks and Ciphers are a bit unique and Rogues I don't really understand myself fully (not sure what they're even supposed to do heh).
  3. Barbarian talents for levels 14 and 16 are very cool as well. I mean... Dragon Leap is average but you could combo with Cipher or high level priest or a very unique mage build (where you swap into combat for AoE damage) maybe and it's situationally useful, i.e. you could use it to angle a good Overwhelming Wave or land on spellcasters. But Echoing Shout is complete destruction insanity if you get the right angle in the right room. Definitely fun at level 16. Haven't tried it yet but Paladins get Sacred Immolation which sounds awesome and Healing Chain is probably just a useful talent. But I still think Fighters have their own appeal, regardless of comparitive strength (the game isn't hard enough for it to matter tbh, even 4 party on PotD - there probably is some point when it does matter but you have a LOT of room to play before you even get there). Fighter might just seem slightly more boring to other people though, just has less flash.
  4. So... I wasn't going to bother posting but it's getting just too damn epic for my fragile little mind. Link to thread of my post where Iconic Projection 1 shots the screen: https://forums.obsidian.net/topic/88585-iconic-projection-goes-nuclear/ Link direct to imgur album: http://imgur.com/a/zdQIJ The above is really weird because it's such a simple fight that it's hard to imagine how it even happened. I hardly casted anything and I'm only fighting Lions that use Knockdown. Nothing complicated is really happening and yet it still went mental. Now this just happened (Torments Reach Across the Screen - pretty spectacular actually): http://imgur.com/KApFKJt I've had other things like, instead of casting 1 Torments Reach it casts 8 of them in a row and uses up 8 wounds instantly (usually after being prone or disabled for a long period of time). I'm getting instant casts if I re-queue abilities during an attack animation. I verified my game files not that long ago. If I think of anything else that has happened or something else happens I'll add it here. ------- My question is... can you remake the game like this always?
  5. This. Thought you hit with your other weapon slots. But now the numbers make more sense. I also get a lot of really weird interactions in the game so it's hard to pin down what everything actually does (especially when the descriptions are super useful...). Well, now this build is a lot less viable. And the Engagement thing was just an idea to help get more targets for HoF or get more attacks off with low dex, high armour, vulnerable attack running. I'll still give dual wielding a go but yeah, most of this build isn't really a thing anymore and won't need to mess around with two different weapon proficiencies. Thanks for the help. Saved me a lot of confusion down the road.
  6. This is still in the works. Not getting much time to play right now - middle of the week and I'm working full time. I could "test" it with my other lvl 16 barb but where's the fun? (and it's on Hard Difficulty not PotD - which I am now on) My Barbarian is still level 8. I wanted to do a Two-Weapon Style Barb using Heart of Fury stacking crits. Honestly, I don't know if the damage will be comparable to the normal Two-Handed Barb builds with Tall Grass and Tidefall etc or the Estoc build (probably not) but going to give it a shot and see what happens. Mainly need some advice on the issue of using Axes/Swords AND War Hammers as they use up two different Weapon Proficiencies as Talents, so it chokes the build a bit. I'm wondering if it's honestly worth it to take BOTH the Weapon Proficiencies. This ENTIRELY depends on what sort of accuracy Carnage uses and how Heart of Fury works with weapons in secondary and tertiary weapon slots. If Carnage/HoF uses Weapon Proficiency Accuracy bonus or not (probably does). Feel free to move the weapons around to optimise talents, nothing set in stone. Probably a secondary tank type (I don't really run proper tanks in the first place - prefer 2 or 3 semi-tank damage dealers), probably Heavy Armour (abuse 1H weapon speeds and free disengage attacks) - I need to test how things like Eye of the Storm works with Engagement (should work really well with this build but in practice???). Here is the build I've been thinking about: Wild Orlan, Deadfire Archipelago, Slave STATS (with race/background inc): M 17 C 12 D 9 P 18 I 18 R 4 WEAPONS: Endgame Main: Wodewys Strike Hard (setup for HoF damage? - may not be worth) Primary Main: Shatterstar +1 Engaged, +.5 Crit Damage Sheathed in Autumn +1 Engaged We Toki +.5 Crit Damage, Crits can Prone Edge of Reason +.5 Crit Damage, Crits Drain 20% Endurance and/or Godansthunyr +1 Might, Crits can Stun Steadfast ???? (is an option - not much offence though) IDEAL TALENTS/ABILITIES: Hold the Line (4 enemies engaged) Weapons: Sword, Axe, Hammer Two Weapon Style One Stands Alone (+ Ruphec's Watchful Cloak) = +4 req. to flank. Arms Bearer Heart of Fury Echoing Shout Vulnerable Attack Bloody Slaughter (if talent is available) Accurate Carnage (if talent is available) Eye of the Storm? Barbaric Retaliation? (haven't used before, seems average but might work well with build) Currently has (lvl8 ) ABILITIES: Carnage (default) Defiant Resolve Frenzy One Stands Alone Savage Defiance Second Wind (default) Threatening Presence TALENTS: Hold the Line Two Weapon Style Weapon Focus: Knight Weapon Focus: Soldier (not optimised - just wanted freedom to switch up weapons and try things as I go, Vulnerable Attack would've been the choice otherwise - not too sure how it fits into overall build yet though) N.B. I'm running a Rogue (first time) that's using Sabres at the moment. Any insight or suggestions would be very helpful. As I said, don't have much time to play-test, write all this out exactly right or theory craft this as much as I'd like. Need to sleep, will try to check back tomorrow morning.
  7. No Consecrated Ground on my Priest. However, I've always got Shod-In-Faith on my Monk (if I have one) which triggers Consecrated Ground but I can't see it in the buffs, doubt this would cause a spell cast by another character to bug out like this but could have something to do with the Torments Reach stacking for the monk. One of my monks has Rooting Pain talent... Can't think of any other pulsing AoE effects I had at the time. I'd casted Expose Vulnerabilities but I've cast it before and I think used Iconic Projection before aswell so, don't think it's that specific interaction but anyway. Thanks for the post tips.
  8. So this just happened: http://imgur.com/a/zdQIJ Sorry, don't know how to add images properly to these forums. That is ONE iconic projection cast and it went absolutely mental and 1 shot everything in this fight pretty much. I have absolutely no idea what happened. The only thing this reminds me of is when you spam queue Torments Reach when your Monk is Prone then they all go off at once. Doesn't always happen but things like this sometimes happen in fights but it never happened like this before. Edit: I verified my game files not long ago, don't think it's corrupted files or anything like that.
  9. This is the new "Game's too easy need to cheat" I've been hearing about.
  10. Nice idea. I was thinking about something like Combusting Wounds but not sure if the DoT interrupts (and even though it's damage, interrupting blows wouldn't apply because it's just added to the Per bonus so only works for things that apply that I guess...) Your idea is much better ofc, Combusting Wounds is quite a small AoE. Plague of Insects would be even more insane, already with that -10 Con.
  11. Literally couldn't find anything when I googled this question. Anyone know if Interrupting Blows works with spells? It says "any damaging attack" which usually means spells BUT "mechanics"... Not talking about bloody minor blights (the most overrated spell in the game).
  12. So basically combine PoE and Dynasty Warriors. I'm in. Not gonna lie... I felt like I waited a LONG ass time for the Yenwood Fields fight and it felt so, so good finally getting to fight like that (especially as a druid the first time around).
  13. Ah, I heard the arbalest attack sound go off when he hit himself, pretty sure he just attacked himself normally. Unfortunately I didn't wait to see if he was reloading the shot. It has definitely happened a few other times but I was either too pre-occupied or wasn't thinking to post a bug report about it. Ahk, thanks for the info about the beta and tech support. I'll give the validate game files a try.
  14. Just my guess but pretty sure this is just some icon one of their junior graphic artists came up with and not the actual world Eora. If they go with it then fine but their creative potential shouldn't get locked away because some guy on the net thought the icon was the real thing.
  15. So I thought this was some Mechanic I wasn't familiar when I posted this thread in general discussion (no spoilers): https://forums.obsidian.net/topic/88361-what-happened-character-hit-himself-mechanic/ The first time was against Skuldr Welps, Skuldr and Skuldr King. Then it happened again: http://imgur.com/5C4hSpP (01) Verses Spear Spiderlings, Spear Spiders, Ivory Spiderlings and Ivory Spinners. Characters are just hitting themselves for no reason. Here is my character's position: http://imgur.com/nd50v31 (04) I ran my character away, switched weapon then told the character to use Second Wind (which was used as you can see in the log). Then he hits himself. This is very different to what happened the first time where I told my Druid to transform and then attack the Skuldr King (however, my druid was low on Endurance - hence knocks himself out - so I might have used Second Wind at some point but then issued the transform command instead, just saying it could have something to do with Second Wind targetting the character). Here's the rest of the combat log: http://imgur.com/a/99eoB (02) and http://imgur.com/a/iHuBw (03) If there's a reason this is happening that I'm not aware of then someone please let me know
  16. It's possible to do that much damage but the average is more like 47 damage (about the same as 1 melee attack which, as a monk, you can do in about 1 second yourself). Normally hits for 30 and crits at 60. Not about to go around saying "it hits for 100" whenever you get hit. Still good but then you're counting on melee damage, enemy attack speeds and your endurance being under 50%. All I can say is... it's a pretty specific build and play style. I'm not sure how worth it it is, I'll have to play another monk to find out I suppose. Point is... your class matters as well when it comes to Godlikes.
  17. Think class also matters. Haven't thought too much about it but having just played a Fire Godlike monk through to level 16... in the later levels it's absolutely not worth it for a monk to be a godlike class. Not because helms are particularly amazing for monks but you can use the helm to bolster stats and free up an other item slot for an item with more active abilities/effects. I.e. instead of a belt with +3 Might, you can take a Helmet with +3 Might and have the belt Nature's Embrace or Girdle of the Driving Wave or something similar. There are (probably) some decent helmets out there for a monk (not sure... was playing Fire Godlike so I don't know) but point is that monks use items more effectively and the item slots are more valuable than on other classes. At least that's what I've found. I don't think it's as important on offensive spellcasters for example who can get away with fewer stat bonuses.
  18. Ah, I see, just started on the WM content. Wanted to try out other classes I hadn't tried yet. This might explain a lot and yeah, I haven't used those spells you mentioned. I didn't much like the Alacrity + Summoned weapon build tbh. Took too long to get online and then attacking eats into your spellcasting anyway and then it didn't do enough in the larger more difficult and longer fights to be worth it by comparison to just having a different character. But thanks for letting me know, I'll definitely be playing wizard some more with WM content to see how it is.
  19. For me, so far, monk has easily been the strongest class. It has way too much potential and items do far more for the class than other classes. It combos EXTREMELY well with a Cipher (and of course the more heals you have it just gets stronger and stronger, slightly more than other classes that is) and has so much movement in a fight that just gives you options. Also the monk is really very flexible when it comes to items and can be insanely strong in ANY armour type. Here's a fun build I'm going to try with my monk: Shod-in-Faith (boots), Nature's Embrace (belt) and Raiment of Wael's Eyes (armour). Maybe +Cloak of the Cheat for extra movement shenanigans. Flagellant's Path is just insanely strong with high attack speeds/low recovery times and a Cipher to abuse the positioning power. I personally haven't found the wizard very strong but honestly I think I might've just played it wrong, used the wrong spells or something... The spells just seem so much worse than the other spellcasters. 5th level priest's pillar of fire is stronger than wizard's 6th level spells... and Druid spells are just ridiculous tbh (Calling the World's Maw, Relentless Storms/Plague of Insects and then even the weaker level 6 has Venombloom which is PARTY FRIENDLY...). I haven't felt the impact of wizard's spells like I've felt the others. But, as I said, probably doing something wrong if people actually rate it the strongest... Either that or people don't like playing Druids (an old hang up from BG days - from when they were crazy back then as well) or don't like throwing offensive priest spells? (not that either druid or priest has been underrated by people on these forums actually/this thread)
  20. Here are some resources: It's up to your playstyle mostly but basically each quest you complete has mildly different outcomes - you get different rewards in the form of experience, reputation, gold or items - depending on the choices you make for your character. So, if you're like me and want the "best" results (or a specific item) you can just search for whatever quest you're on using the Wiki: http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki search and it'll give you an overview/walkthrough. Especially useful if you ever get stuck or lost. For your race, class and stats etc. Here is a very good starter's guide: https://steamcommunity.com/sharedfiles/filedetails/?id=416939844 It's a bit outdated but if you follow it then at least you'll have solid characters to work with as you're learning the game. One of the great things in PoE is that you can reset ALL of your character stats and talents for ALL of his levels at just about any point in the game. Visit an inn and it'll cost you some gold but you can retrain your characters if you make a mistake or want to try out different talents instead. NB. The same guy who wrote that guide does videos on Youtube. Just search Youtube for "Pillars of Eternity <class> build" and you want any video by Nerd Commando Game Studios. He really knows his stuff but some of it will be a bit old but it's still useful and once you learn the game you can judge for yourself a bit better and adjust your choices. Specific questions are better with games like these. Some people can intuitively understand what's going on while others find it much more confusing (as with most games/people). So just post things you're struggling with and people will help you out. Basics are: Fighters in the front. Give them heavy armour, a shield and a sword/spear/axe/mace and they should do fine. Spellcasters are squishy, keep them out of melee. Protect your priest(s) (healers) as best you can. Use logic like this and you should be fine. Use TAB to highlight containers, corpses, items and doorways around you! Very useful for new players. Use spacebar to pause mid-fight and plan your moves out. (as others have said ^^) You're lucky you're starting with PoE... It keeps multiple save files for you automatically... and the user interface, pathing and party AI is highly intuitive. You have no idea of the hours and hours of struggle and pain and depression that you've missed out on.
  21. That seems obvious. I was wondering if someone actually knew of an ability or an item in the game that causes damage to reflect like that because I'm not aware of one. There's an armour that reflects 10% of ranged attacks, some shields that reflect grazes/ranged attacks, riposte (which should work differently? haven't used it yet) and Arcane Reflection for spells but nothing that reflects hits or crits? Maybe I missed it but I couldn't see any Skuldr King activates xxxxxxxx or Skuldr King casts xxxxxxxx that'd cause a character to hit himself in the logs otherwise I wouldn't have asked here.
  22. Just wondering what actually happened in this fight: http://imgur.com/FyV487q I don't have "King Skuldr" in my beastiary - just Skuldr and Skuldr Welp so I don't know if they have some ability that causes a character to hit himself but just wanted to know if someone knows what happened. Also, is there a way to enable extra information in fights such as rolls being made etc? Couldn't find anything in the Settings Menus (maybe there should be an option/options). Transformed, instantly 1 shot myself and the King Skuldr apparently.
  23. 2. Here are your class build guides mate: https://steamcommunity.com/sharedfiles/filedetails/?id=416939844 It's 2.0 but the overall guidelines are the same until you know the game better and can make the changes yourself. (not sure how updated it is) The same guy does videos on Youtube, search for "Pillars of Eternity <class> build" and you want any video by Nerd Commando Game Studios will be worthwhile. Some videos are more up to date than others. He really knows what's up.
  24. 3. Durance builds: Hand and Key Medium Armour or Raiment of Wael's Eyes Robe (WM) Seal of Faith and Orlan's Bramble Ring. Boots of Stability. Gwisk Glas Robe or Saint's War Armour Medium Armour. Seal of Faith and Orlan's Bramble Ring. ​Boots of Stability. Wayfarer's Hide Armour Seal of Faith and The Ring of Wonder. Boots of Stability. Basically depends on what you have. Preventing as much control as possible seems to be best for a priest. It's a good idea to give your priest a second life with Gwisk Glas/Saint's War Armour/The Ring of Wonder. But if you have a Paladin with Reviving Exhortation then you can probably skip it and go with the first build on that list. You probably want lighter armour over medium armour for faster spell casting BUT if you have another caster that can double with utility/healing spells then you might want the medium armour for the damage reduction. Enchant armour with piercing reduction and as high quality as you can. You should be casting Consecrated Ground in tough fights - meaning your priest pulses with endurance for quite a long time, he's always in the AoE so he shouldn't be going down very often. Also, I start all my fights with Armour of Faith for the AoE damage reduction. If I need Consecrated Ground then I usually cast that second. Or you can Woodskin/Form of the Delemgan + Consecrated Ground if you have a druid and priest but you usually have time to spare before Consecrated Ground needs to start working. Just my recommendations. You shouldn't have your priest in melee combat hitting people (and getting hit). Position him in the middle of the group (usually). You might be misplaying the priest or not positioning your party correctly could be the other reason he's getting knocked out. I just gave him a pistol but any solid ranged weapon should be fine. Just so he has something to do in trash fights when you don't need to cast spells.
×
×
  • Create New...